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Question by Gloridifice · Mar 26 at 05:49 PM · cameraeditorbuildrendering

Different result in built game and play mode.

  • I create a camera, a rendertexture and a material in my code. I set camera's target texture to the rendertexture, set material's main texture to the rendertexture, and attach the material to my cube.
    In play mode, I get the correct result - a cube with the camera view. But in built game, the camera is null, and the cube is in default sprite.
    Enviorment : Universal RP, Cinemachine
    In Awake() method:

            GameObject cameraObject = new GameObject();
             _camera = cameraObject.AddComponent<Camera>();
             _camera.orthographic = true;
             _camera.targetTexture = _renderTexture;
             _cameraBrain = _camera.gameObject.AddComponent<CinemachineBrain>();
             _camera.orthographicSize = _defaultOrthographicSize;
             GameObject vitualCameraObject = new GameObject();
             vitualCameraObject.transform.parent = transform;
             _vitualCamera = vitualCameraObject.AddComponent<CinemachineVirtualCamera>();
             CinemachineConfiner confiner = vitualCameraObject.AddComponent<CinemachineConfiner>();
             confiner.m_BoundingShape2D = transform.Find("Confine Box").GetComponent<PolygonCollider2D>();
             _vitualCamera.AddExtension(confiner);
             _vitualCamera.m_Lens.OrthographicSize = _defaultOrthographicSize;`  
    
    

Play mode in editor:
alt text
Built game:
alt text To debug, I change the UI ammo amount to camera's name. But in built game, the camera is null, the changing code isn't be run successful.
I have a Main Camera to render the cubes.

qq截图20220327013649.png (16.7 kB)
qq截图20220327013624.png (8.6 kB)
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Answer by PiterQ70 · Mar 26 at 07:08 PM

It's not better to prepare prefab with all Components and just Instantiate that prefab?

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Answer by Gloridifice · Mar 27 at 02:42 AM

Its a roguelike game, the cubes(rooms) is random.

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